Eugene Loos

Eugene Loos
Utrecht University | UU · School of Governance (USG)

PhD
Enabling younger and older citizens to access reliable digital information: Towards an inclusive society

About

121
Publications
62,168
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
1,409
Citations
Citations since 2016
53 Research Items
1217 Citations
2016201720182019202020212022050100150200250
2016201720182019202020212022050100150200250
2016201720182019202020212022050100150200250
2016201720182019202020212022050100150200250
Introduction
How can organisations use new media to enhance the social inclusion of younger and older adults? Research agenda: The role of age for digital information search behaviour, the perception of reliable digital information and the identification with images in digital information sources.
Additional affiliations
June 2009 - June 2019
Universiteit van Amsterdam
Position
  • Professor
January 2000 - present
Utrecht University
Position
  • Professor (Associate)
Education
December 1997
Utrecht University
Field of study
  • Social science

Publications

Publications (121)
Conference Paper
Full-text available
To fight against info-exclusion in an aging society, it is important to make website information available to all generations. If we want to achieve this goal we need to know the impact of not only age but also gender, educational background and frequency of internet use. Therefore, this paper presents the results of an explorative Dutch eye-tracki...
Article
Full-text available
This article discusses how we can ensure that various senior citizens (women and men, living alone or together, full of vitality or in fragile health, coming from different cultural backgrounds) can identify with images representing themselves so they continue to have access to information sources in our digitising information society. First, the r...
Preprint
Full-text available
Article published in: Information and Learning Science. DOI: 10.1108/ILS-04-2018-0031 Purpose – This paper aims to propose a new literacies approach to get insight into young people’s capability to detect fake news. Design/methodology/approach – This study is a replication of a US empirical study in The Netherlands to examine whether schoolchild...
Preprint
Full-text available
Social media are increasingly being used by young and old as a source of information. Fake news is also on the rise. The role played by age in the consumption of fake news on social media, however, is unclear. This paper explores the generational differences in the consumption of fake news, first by discussing previous empirical studies in this fie...
Chapter
Full-text available
Researchers have long used content analysis techniques to document the frequency of stereotypical representations in the media, but the interest in studying ageism in the media is relatively recent. We approach older people’s representation in the media by considering visual aspects—depictions in visual documents, such as photos and video materials...
Chapter
The visualisation of older people as a group in the media can play a role in stereotype formation and reinforce stereotypes. It can even negatively impact older people’s self-esteem, health status, physical wellbeing and cognitive performance. Although empirical studies have been conducted on such visual representation, only a limited number of stu...
Article
Full-text available
This article investigates the changes in the use of traditional and new media by different technology generations. Focusing on the changes in the use of Email, Chat and Social Network Sites by older people, it explores the process by which new media become ‘old’ and reach a saturation point. Collected survey data suggest differences in media use be...
Chapter
Our study focuses on myths about older people’s smartphone use. Self-reported data, from Eurostat for example, report access rather than actual usage and are of limited use. What respondents report does not necessarily correspond with their actual smartphone usage behaviour in everyday life. We therefore conducted a tracking study to gain insight i...
Chapter
Full-text available
The rise of Internet and the pervasiveness of communication and information technologies have allowed many societies to successfully reduce inequalities in access to information. However, the spread of fake news endangers the value and trustworthiness of the information being accessed. Although the dominant approach to reduce the spread of fake new...
Article
Full-text available
To reach a state of equal opportunity in our society, access to credible, accessible information [...]
Article
Full-text available
Planning for aging populations has been a growing concern for policy makers across the globe. Integral to strategies for promoting healthy aging are initiatives for ‘aging in place’, linked to services and care that allow older people to remain in their homes and communities. Technological innovations—and especially the development of digital techn...
Chapter
Full-text available
This chapter analyses the important role of images depicting the well-being of older people. The focus is on two opposing ways in which they are visually represented: low and high well-being. Ageing is placed in a historical perspective from antiquity to the early modern period by exploring their historical roots in texts. This is followed by a spe...
Chapter
Full-text available
Technology companies, when considering the design of their products or services, tend to configure users by scripting appropriate user interactions with their technology. Older users are often seen as laggards who take no part in innovation processes. The scripts for technology use planned by technology companies rarely take older users into accoun...
Article
Full-text available
Involving older people through co-design has become increasingly attractive as an approach to develop technologies for them. However, less attention has been paid to the internal dynamics and localized socio-material arrangements that enact this method in practice. In this paper, we show how the outcomes that can be achieved with user involvement o...
Article
Full-text available
Background: In our information society, media use plays an important role. However, knowledge is lacking about whether specific birth cohorts show preferences for specific traditional or new media and whether technology generations can be identified across different countries. Objective: A cross-cultural research project was carried out with the ai...
Article
Full-text available
Within the context of the intersection of the global megatrends of urbanisation, ageing societies and digitalisation, this paper explores older people’s mobility, with a particular interest in public transport, and a strong consideration of digital/ICT elements. With a focus on (smart) mobility, the paper aims to conceptualise transport, one of the...
Article
Full-text available
This paper advocates for the importance of visual communication rights for older people to avoid "visual ageism," described as media practices of visually underrepresenting older people or misrepresenting them in a prejudiced way. It aims to present a set of policy recommendations using "designing for dynamic diversity" as the leading principle. By...
Chapter
Older people and specifically women at retirement age are typically not associated with technological competence. However, some of them are avid users and little is known about the ways they incorporate technical devices in their everyday life. In this study, we depict how women’s relationship and family status at retirement age have an influence o...
Chapter
Full-text available
Social media are increasingly being used by young and old as a source of information. Fake news is also on the rise. The role played by age in the consumption of fake news on social media, however, is unclear. This paper explores the generational differences in the consumption of fake news, first by discussing previous empirical studies in this fie...
Chapter
Methods to involve users in design have long been used to create relevant content and increase the accuracy of product development. Demographic trends have raised the issue of the needs and demands of older people, especially with regard to digitization. In contrast to the high number of publications discussing the importance of involving people in...
Chapter
This study evaluated the playability of an online escape game designed using a User-Centred Design (UCD) process for older adult players aged 65 and older. The participants were 30 Dutch older adults who played the game in pairs on tablets over 15 game sessions. The data were collected through surveys, interviews, and observation field notes. The r...
Article
This article is about personalized information delivery in the Netherlands and is based on a review of empirical studies on this topic. The risk of echo chambers and filter bubbles is discussed and put in an international perspective. The focus is on the role government institutions, tech companies and scholars can play in this field. At present, t...
Preprint
Ivan, L., Loos, E. F., & Bird, I. (2020). The impact of technology generations on older adults’ media use: Review of previous empirical research and a seven country comparison. Gerontechnology. ABSTRACT (1) Background In our information society, media use plays an important role. However, knowledge is lacking about whether specific birth cohorts...
Article
Full-text available
This article revisits the concepts of ‘diversity’ and ‘visibility’, from the perspective of age relations to consider how these key metrics in the assessment of social inclusion through media representation can be usefully applied to the analysis of digital public service interfaces. Against the backdrop of changes in the age composition of populat...
Technical Report
Full-text available
The Ageing + Communication + Technologies (ACT) cross-national longitudinal study explores processes of displacement of traditional dominant media by innovative communication practices within the older audience of new media. Replicating Nimrod’s (2017) study of older audiences, data is collected on a biannual basis. The first wave of data collect...
Article
Full-text available
Background: Many patients with cancer, including older patients (aged ≥65 years), consult the Web to prepare for their doctor's visit. In particular, older patients have varying needs regarding the mode in which information is presented (eg, via textual, visual, or audiovisual modes) owing to age-related sensory (eg, impaired vision and hearing) a...
Chapter
Digital games are frequently described as media that can be crucial in strengthening relationships, enhancing cognitive skills and providing social support. Although considerable empirical research on the use of digital games in youth and stereotypes on gender or ethnicity has been widely covered, there have been few studies on age stereotyping in...
Chapter
Full-text available
In our ageing society, health and social problems of older people are on the rise. A possible way to deal with these issues is to ensure older people remain actively engaged in society by stimulating social interaction with other generations, such as (grand) children. Playing intergenerational digital games could be a way to achieve this kind of so...
Chapter
Digital practices in later life are not yet well understood. Therefore, this paper discusses the framework for a research design project that aims at tracing differences and similarities in how older adults use their smartphones in circumstances in and outside their homes in Spain, the Netherlands, Sweden, and Canada. The research questions of this...
Article
Full-text available
Most hospital websites have not been developed in collaboration with patients and, therefore, rarely take into account the preferences and abilities of older patients. This study describes the systematic redesign of an existing hospital website in a co‐design process with patients and professional stakeholders (e.g. researchers, physicians, nurses,...
Article
Full-text available
Purpose – This paper aims to propose a new literacies approach to get insight into young people’s capability to detect fake news. Design/methodology/approach – This study is a replication of a US empirical study in The Netherlands to examine whether schoolchildren were able to identify the spoof website “Save The Pacific Northwest Tree Octopus” as...
Article
Het is bekend dat veel jonge mensen met hun smartphone dag en nacht van sociale media gebruik maken. Maar wat valt er te zeggen over het sociale mediagebruik door 65-plussers in ons land? Behoren zij tot een andere technologiegeneratie waardoor het gebruik van sociale media een minder prominente rol speelt in hun dagelijks leven?
Article
Full-text available
The digital divide due to age is declining quickly. But this does not necessarily mean that the willingness to use stock photos depicting older people accompanying digital information is the same among all senior citizens. Three research questions are at the core of this paper: (1) To which extent can various senior citizens (women and men, younger...
Chapter
Full-text available
Our society is ageing, yet new digital devices and services tend not to be designed with the needs of older people in mind. The wrong use of digital devices could lead to errors related to the characteristics of human-technology interactions. Problem solving is a key skill for such activities and devices. Running an unknown technological artefact m...
Preprint
Full-text available
Pre-published in Cogent Education. Objective: The aim of this study was to evaluate whether an ice-skating exergame can stimulate intercultural social interaction between refugees and Dutch children in controlled play sessions organized at elementary schools. Materials and Methods: We conducted an exploratory qualitative study based on observati...
Article
Full-text available
The aim of this study was to evaluate whether an ice-skating exergame can stimulate intercultural social interaction between refugees and Dutch children in controlled play sessions organized at elementary schools. We conducted an exploratory qualitative study based on observations of exergame play sessions and structured interviews conducted after...
Article
Introduction: One-day fast track programs for cancer diagnostics and treatment planning are increasingly being implemented in health care. Fast-track programs are highly effective at reducing waiting times, and thus well received by patients and healthcare providers. However, these programs may also burden patients, as patients generally receive a...
Article
Objectives: Multidisciplinary team meetings aim to facilitate efficient and accurate communication surrounding the complex process of treatment decision making for older patients with cancer. This process is even more complicated for older (≥70 years) patients as the lack of empirical evidence on treatment regimens in patients with age-related pro...
Chapter
Full-text available
Exergames aim at stimulating healthy people or patients needing rehabilitation to do physical exercise to enhance their physical state (e.g., postural balance, muscle power). As older adults generally have more health problems than younger ones, such games could be beneficial to them. Since the introduction of the Wii gaming system by Nintendo in 2...
Technical Report
Full-text available
Involving teams from seven countries (Austria, Canada, Denmark, Israel, Netherlands, Romania, and Spain) this Ageing + Communication + Technologies (ACT) project offers a unique opportunity to explore possible processes of displacement of traditional dominant media by innovative communication practices within the older audience of new media. Replic...
Article
Although older adults are increasingly using online health information, many websites are not senior-friendly, which might lead to user-problems and dissatisfaction among older people. It has been suggested that websites targeted at older adults should take into account age-related abilities and limitations, for example by providing the opportunity...
Article
Full-text available
This article focuses on Dutch older adults' use of digital devices in general, and digital games in particular, from an intergenerational perspective. We first present some facts related to provide insight into how Dutch older adults use such new media. Then, the case of the Dutch short film Pony Place is analyzed using a semiotic and narratologica...
Article
Full-text available
The 'aging well' discourse advances the idea of making older people responsible for their capability to stay healthy and active. In the context of an increased ageing population, which poses several challenges to countries' government, this discourse has become dominant in Europe. We explore the way older people are visually represented on websites...
Article
Over vluchtelingen wordt door de pers vaak negatief bericht. Vluchtelingen komen slechts zelden zelf aan het woord. Er wordt vaak over en niet met hen gepraat. Om te laten zien dat dit ook anders kan, is het project ‘schaatsen in de klas over de grenzen van talen en culturen heen’ uitgevoerd. 58 Nederlandse en vluchtelingenkinderen van 7 tot 12 jaa...
Article
Full-text available
In March 2013, the Council of Europe (COE) launched the No Hate Speech Movement, a media youth campaign against hate speech in cyberspace. In this paper, we analyze a corpus collected from the COE's website. The corpus includes web site pages designed by the COE's campaigners, as well as materials such as self-made videos and photos posted on the b...
Article
Full-text available
The main purpose of this paper is to review the benefits and factors to be taken into consideration for the design of intergenerational digital games. We conducted a systematic in Scopus, Web of Science, PsicInfo, Pubmed and Science Direct, finally including 16 empirical studies written in English. The identified benefits were found to fall into fo...
Conference Paper
Full-text available
Dutch historian Johan Huizinga [1] viewed games as a fundamental aspect of life. As long ago as 1938, he observed that, next to “homo faber” (man the maker), there is also the concept of “homo ludens” (man the player). The aim of this paper is to explore what we can learn from previously conducted empirical studies about the motivation and capabili...
Article
Previous studies have mainly focused on tailoring message content to match individual characteristics and preferences. This study investigates the effect of a website tailored to individual preferences for the mode of information presentation, compared to 4 nontailored websites on younger and older adults' attention and recall of information, emplo...
Article
Background Health information is increasingly presented on the Internet. Several Web design guidelines for older Web users have been proposed; however, these guidelines are often not applied in website development. Furthermore, although we know that older individuals use the Internet to search for health information, we lack knowledge on how they u...
Conference Paper
Full-text available
This exploratory qualitative study provides insight into the role that exergames play for seniors. 15 participants (aged 53-78) engaged in playing Your Shape Fitness Evolved 2 on the Xbox 360 Kinect, after which we conducted a semi-structured interview with each participant. We found that in all cases, the innate psychological needs of autonomy and...
Article
Little research has focused on what precedes the processing of health messages to predict recall of information and whether age matters in this regard. To address this gap, this study investigates the relationship between attention and recall among younger (<65 years) and older (≥65 years) adults. Using eye tracking, we exposed participants to a we...
Conference Paper
Full-text available
Society ages and our already extensive use of a host of different portable devices continues to expand. No leap of the imagination is needed to grasp that an exponential growth of the eHealth market is at hand. While the ageing of the baby boomers will have an impact on the global economy as a whole, of particular interest is the impact this will h...
Conference Paper
Full-text available
New media play an increasing role in the everyday life of older individuals. They extensively use the Internet to search for health-related information. In our systematic review we found that online health information tools have been proven to be effective in improving self-efficacy and several clinical outcomes in older (≥65 years) patients. The a...
Article
Online health information tools (OHITs) have been found to be effective in improving health outcomes. However, the effectiveness of these tools for older patients has been far from clear. This systematic literature review therefore provides an overview of online health information tool effectiveness for older patients using a two-dimensional framew...
Article
Background Older adults are increasingly using the Internet for health information; however, they are often not able to correctly recall Web-based information (eHealth information). Recall of information is crucial for optimal health outcomes, such as adequate disease management and adherence to medical regimes. Combining effective message strategi...
Article
Full-text available
Samenvatting Deze explorerende kwalitatieve studie geeft inzicht in de rol die exergames voor Nederlandse ouderen kunnen spelen. Met de vijftien participanten (53–78 jaar) die Your Shape Fitness Evolved 2 op de Xbox 360 Kinect speelden, zijn na afloop semigestructureerde interviews afgenomen. Het bleek dat de psychologische basisbehoeften autonomie...
Article
Full-text available
Television was an everyday reality for millions of people at the beginning of the twenty-first century, and arguably remains one of the most important features of media-related leisure. It provides a fertile conceptual and empirical starting point for the exploration of the everyday leisure experiences of media audiences. In this article, contempor...
Article
This study aims to investigate the effects of illustrations in online cancer information on older cancer patients' website satisfaction (i.e. satisfaction with the attractiveness, comprehensibility and emotional support from the website) and recall of information. In an online experiment, 174 younger (<65 years) and older (≥65 years) colorectal can...
Article
Full-text available
Television commercials and advertising often represent the generation of older consumers as eternally youthful, active and rich. Representations of senior citizens as fragile people needing services and products to help them to survive are also used, but less frequently. As individual differences between senior citizens increase as they grow older,...
Conference Paper
Full-text available
This study examines how adults pay attention to cognitive and affective illustrations on a cancer-related webpage and explores age-related differences in the attention to these cognitive and affective webpages. Results of an eye-tracking experiment (n = 20) showed that adults spent more time attending to the illustrations on the cognitive webpage t...
Conference Paper
Full-text available
This paper will focus on intergenerational digital games between grandparents and their grandchildren, which could enhance not only their physical and social well-being but also social bonding between them. The introduction (section 1) will show that this is a topic which has been neglected in digital game research. Therefore, after having discusse...
Chapter
Full-text available
Eye tracking can help researchers to understand the difficulties older adults have when using websites, applications, mobile devices, and other technologies. Yet to date, there have been few studies that have examined age-related differences in eye tracking and the user experience. In this chapter we will show how eye tracking can be used to gain i...
Article
The effect of personalization and age congruency in narrative communication on website satisfaction en recall of online health information The effect of personalization and age congruency in narrative communication on website satisfaction en recall of online health information. The effect of personalization and age congruency on website satisfactio...
Article
The effect of personalization and age congruency on website satisfaction and recall of information was tested in a 2 (personalization: personalized vs. nonpersonalized video) × 2 (age congruency: congruent vs. incongruent) experimental design (n = 275). Personalization was found to be an effective communication tool to predict recall of information...
Article
This study examined the effect of adding cognitive and affective illustrations to online health information (vs. text only) on older adults' website satisfaction and recall of cancer-related information. Results of an online experiment among younger and older adults showed that illustrations increased satisfaction with attractiveness of the website...
Conference Paper
Full-text available
http://link.springer.com/content/pdf/10.1007%2F978-3-642-39191-0.pdf This study proposes a theoretical framework for patient website functions and provides empirical input for the framework. A pilot survey among younger (aged 50 – 64, M = 55.95, SD = 4.48, n = 21) and older (aged 65 – 84, M = 72.79, SD = 6.33, n = 14) cancer patients revealed that...
Article
This study investigated the effects of personalized audiovisual information in addition to text on website satisfaction and recall of cancer-related online information in older lung cancer patients. An experiment using a 3 (condition: text only vs. text with nonpersonalized video vs. text with personalized video) by 2 (age patient: younger [<65yrs]...
Article
Objective This study investigated the effects of personalized audiovisual information in addition to text on website satisfaction and recall of cancer-related online information in older lung cancer patients. Methods An experiment using a 3 (condition: text only vs. text with nonpersonalized video vs. text with personalized video) by 2 (age patie...